scholarly journals Effectiveness of Virtual Reality in the Motivational Processes of Learners

1996 ◽  
Vol 2 (1) ◽  
pp. 21-33 ◽  
Author(s):  
Sarah M. North

This brief article reports on the use of virtual reality and its effectiveness on improving and maintaining learners' intrinsic motivation or interest. Research suggests that interest contributes to learning. Therefore a study of the impact of interests is essential to an understanding of intrinsic motivation. Since the virtual environment provides a sense of presence, it may be possible to create scenarios to stimulate the learners' curiosity and interest. Eighteen students, 11 males and 7 females, between 21 and 32 years old, served as subjects for the study. The experiment consisted of the physical world environment using wooden blocks, and the virtual world using virtual blocks. Both worlds used color and shape as variables. The two variables consisted of three shapes (sphere, pyramid, and cube), and three colors (red, green, and blue). In both worlds, the wooden blocks and virtual blocks had to be manipulated and arranged in nine different patterns. The first experiment started with a two-block pattern. At each step the difficulty was increased by increasing the number of blocks. The subject's score was based on a ten-point scale instrument administered at the end of each experiment. The scores ranged from very weak to very strong. The results were used to identify a significant difference between the subjects' performance in the virtual world and in physical world with respect to curiosity, interest, and sense of control. The interest level comparison indicated that for all subjects scores in the virtual world were always higher than the scores in the physical world. The sense of control level comparison indicated that in the beginning scores in the virtualworld were not always higher than the scores in the physical world. However, after orientation to navigation through the virtual environment, the mean score gradually rose. This research demonstrates that the virtual world is more useful than the physical world (with respect of color and shape) in increasing the memory span of the learner.

Author(s):  
Harry Litaker ◽  
Ron Archer ◽  
Brett Montoya ◽  
Robert Howard

NASA human factor design engineers wanted to examine if there would be any differences in testing low-fidelity conceptual designs in a physical environment compared to a virtual environment. An evaluation of two identical environments was conducted with subject matter experts (SMEs). Results indicated that when testing a design concept at this early stage, a high correlation between the two environments exists, meaning SMEs found little to no difference when evaluating a design in either a physical or a virtual environment. There are advantages and limitations to both environments. The virtual world gave the experts a better sense of the microgravity space and the relationships of space and human presence that are difficult to simulate in a 1-g physical environment. However, the interaction between human and mechanics is better enhanced in the physical world compared to the virtual world. These advantages and limitations of each environment are important; thus, at this early design life cycle phase, virtual reality shows great promise as an evaluation environment for testing early design concepts that will cost less, give more options, and increase designer’s time to design.


Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


2007 ◽  
Vol 16 (6) ◽  
pp. 623-642 ◽  
Author(s):  
Marc Cavazza ◽  
Jean-Luc Lugrin ◽  
Marc Buehner

Causality is an important aspect of how we construct reality. Yet, while many psychological phenomena have been studied in their relation to virtual reality (VR), very little work has been dedicated specifically to causal perception, despite its potential relevance for user interaction and presence. In this paper, we describe the development of a virtual environment supporting experiments with causal perception. The system, inspired from psychological data, operates by intercepting events in the virtual world, so as to create artificial co-occurrences between events and their subsequent effects. After recognizing high-level events and formalizing them with a symbolic representation inspired from robotics planning, it modifies the events' effects using knowledge-based operators. The re-activation of the modified events creates co-occurrences inducing causal impressions in the user. We conducted experiments with fifty-three subjects who had to interact with virtual world objects and were presented with alternative consequences for their actions, generated by the system using various levels of plausibility. At the same time, these subjects had to answer ten items from the Presence Questionnaire corresponding mainly to control and realism factors: causal perception appears to have a positive impact on these items. The implications of this work are twofold: first, causal perception can provide an interesting experimental setting for some presence determinants, and second, the elicitation of causal impressions can become part of VR technologies to provide new forms of VR experiences.


2020 ◽  
Author(s):  
Christian Schott ◽  
Stephen Marshall

<p>Virtual reality is widely recognised as offering the potential for fully immersive environments. This paper describes a framework that guides the creation and analysis of immersive environments that are pedagogically structured to support situated and experiential education. The “situated experiential education environment” framework described in this paper is used to examine the impact that a virtual environment can have on the user experience of participants in a virtual space. The analysis of a virtual environment implemented to support learner exploration of issues of tourism development and the related impacts suggests that this type of experience is capable of providing participants with a holistic experience of real world environments that are otherwise too expensive, impractical or unethical for large groups of people to visit in person. The pedagogical value of such experiences is enabled through immersion in a reality-based environment, engagement with complex and ambiguous situations and information, and interaction with the space, other students and teachers. The results demonstrate that complex immersive learning environments are readily achievable but that high levels of interactivity remains a challenge.</p>


2020 ◽  
Vol 12 (2) ◽  
pp. 49
Author(s):  
Khefti Al Mawalia

Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.


2019 ◽  
Vol 299 ◽  
pp. 03006
Author(s):  
Sven Maricic ◽  
Donald Radolovic ◽  
Ivan Veljovic ◽  
Roberta Raguz

The progress and development in the fields of technologies in the past few decades are impressive. With so many innovations that have had an impact on human lives and have changed them so drastically, living in a time where new technologies are still making massive changes, and, unquestionably, it wil continue with that trend. As the techniques are continuously evolving, people are forced to prepare ourselves and our descendants to the new and upcoming technologies so that they would be able to understand them, use them, teach others about them and also make some improvements in the specific fields of applications. This article presents an overview of the principal results of research on the impact of Virtual Reality (VR) 3D education for students in industrial vocational training. They were introducedto the generated model and had to explore all elements to have personal experience in the virtual environment. After the training, a user experience survey has been conducted, and the results obtained after the use of the system were presented.


Author(s):  
Marko Slavković ◽  
Marijana Simić

In the knowledge era, organizations have to learn faster and better than competition, with the continuous cultivation of a culture of knowledge sharing. Attention should be paid to motivating employees to develop a positive attitude towards knowledge sharing, actively exchanging information and knowledge, continuously participating in learning processes, or putting knowledge sharing activities into everyday routine and habit. The research objectives are identification of the nature of the influence of intrinsic motivation on the knowledge sharing practice in organizations in the Republic of Serbia, determining the presence of a statistically significant difference in the intraorganizational knowledge sharing between multinational and domestic enterprises, and determining a statistically significant difference in the level of intrinsic motivation among employees in multinational companies and employees in domestic enterprises. The obtained results confirm the impact of intrinsic motivation on knowledge sharing.


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